protected virtual void Awake() { foreach (var item in GetComponentsInChildren <Collider2D>()) { Damagables.Add(item, this); } dv = GetComponent <DamageVisual>(); rb = GetComponent <Rigidbody2D>(); }
// Metodi jolla pelaaja ottaa damagea public void takeDamage(float rawTakenDamage) { AudioManager.instance.Play("PlayerHit"); DamageVisual.TakeDamage(); int FilteredDamage = (int)(rawTakenDamage - armor); if (FilteredDamage < 0) { FilteredDamage = 0; } // Lisää tähän tsekkaus hp -= FilteredDamage; //Mikä damage tulee vastaan. StartCoroutine(transform.GetComponent <PlayerScript>().HpCanvas.TakeDamage(FilteredDamage)); if (transform.GetComponent <PlayerScript>().Inventory.EquipData.Armor != null) { transform.GetComponent <PlayerScript>().LoseArmorDurability(1); } GetComponent <Movement>().KnockBack(lastEnemyHitPosition); Debug.Log("Player has " + hp + " hp left."); // GetComponent<DamageVisual>().TakeDamage(); if (CampfireDamageFlag) { //GetComponent<ScreenShake>().Shake(); // Ison veren kanssa CampfireDamageFlag = false; } else { ParticleSpawner.instance.SpawSmallBlood(lastEnemyHitPosition, transform.position); } GameObject.Find("HpBase").GetComponent <HealthBar>().RefreshHP((int)hp); }
// Use this for initialization void Start() { postProcessingBehaviour = Camera.main.GetComponent <PostProcessingBehaviour>(); postProcessingBehaviour.profile.vignette.enabled = false; inctance = this; }